โŒ

Normal view

There are new articles available, click to refresh the page.
Before yesterdayUnity Forum

Preprocessing Compute Buffer Data

Hi,

I am new to compute shaders and currently use a compute shader to read a normal buffer and albedo buffer and based on thresholds, append pixel information to an append compute buffer. The compute buffer persists through frames, and I want to remove elements based on the current time and the time at which the element was appended to the compute buffer. So to do this I want to preprocess the compute buffer data. So I've got the code that goes something like this:

Code (CSharp):
  1. ย 
  2. //COPY...
Preprocessing Compute Buffer Data

Tinting with Vector Graphics

In my URP shader graph shader, I have an unlit sprite shader. It's simple; I have a tint color and a sprite property. I sample the sprite, multiply it with the color, and pass it in as the base color.

View attachment 1271962

While this does work with regular graphics, I'm trying to work with Vector Graphics. Currently, the shader does display properly when using a vector sprite, but the tint doesn't work; it just displays its original colors.

Mobile Notification not calling OnRemoteNotificationReceived when app isn't running

I'm using Unity 2022.3.4f1 and Xcode 14.3.1. with Mobile Notification package 2.2.0

When the app is running and a remote notification is received, that event is triggered but if the app isn't running or if it is in the background, the event is not called. In the settings I have "Request Authorization on App Launch checked and Enable Push Notification with Register for Push Notifications on App Launch and the Remove Notification Foreground Presentation Options set to All.
I tried subscribing...

Mobile Notification not calling OnRemoteNotificationReceived when app isn't running

Stuck at 99%

I am trying to install Unity to start learning how to create games, but I'm stuck at 99% in the installation process, I already tried to install with admin privileges or disable windows defender (I see a people saying to do this in a comment) but nothing works and I don't find any other solution.

ShaderGraph undeclared identifier '_EnableProbeVolumes'

Getting this error with a newly created shader graph in an empty project.

Code (CSharp):
  1. Shader error in 'Shader Graphs/Master': undeclared identifier '_EnableProbeVolumes' at /UnityProjects/ArtURP/Library/PackageCache/com.unity.render-pipelines.universal@15.0.6/ShaderLibrary/ShaderGraphFunctions.hlsl(71) (on d3d11)
  2. ย 
  3. Compiling Subshader: 0, Pass: GBuffer, Vertex program with FOG_EXP2 PROBE_VOLUMES_L1 _MAIN_LIGHT_SHADOWS
  4. Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP...
ShaderGraph undeclared identifier '_EnableProbeVolumes'

UI Toolkit Update - Q3 2022

Hi folks,

It has been a while since we reached out with an updated message about a general overview of the UI Toolkitโ€™s direction.

The landscape of UI systems at Unity

First of all, we want to reiterate our commitment to make UI Toolkit the singular UI solution in the Unity product. This is a long term aspiration but we still firmly believe in this direction.

We are in a continuous process to find and document parity gaps and assign the most intelligent...

UI Toolkit Update - Q3 2022

Visual Bugs After Version Change in Android Builds

Hi,
We recently wanted to upgrade our Unity version from 2021.3.11f. We first tried to upgrade it to 2021.3.27f1, game was running fine in Editor while simulating Android and on Ios build. However, on Android Builds visuals were very glitchy, it looked like Atlas could not display the sprites properly. On locations where it should have displayed a singular sprite, there were dozens of sprites. We couldn't find the reason of why that is happening after trying lots of different stuff. Then, we...

Visual Bugs After Version Change in Android Builds

Forward+ Rendering in 2022.2 beta

Hello! Is there any info anywhere on the new Forward+ rendering feature in the latest beta? I can't find any documentation anywhere on how it works, what the restrictions are, how to profile it etc. It seems to work great in a test scene, and I can add loads of point lights etc to a scene with all of them rendering, but I did notice a warning that says 'Orthograpthic Cameras are not supported in Forward+ mode'... but it seems to work anyway! What are the drawback/restrictions of using an...

Forward+ Rendering in 2022.2 beta

Editor log messages truncated

It seems like some log messages are too long and are cut of, both in editor and in the Editor.log file.
Both messages ends with "(at ./Library/Pack" which is not correct
From the file:
...
Leak Detected : Persistent allocates 21 individual allocations.
Found 7 leak(s) from callstack:
0x000001f9b3cd9403 (Mono JIT Code) Unity.Collections.Memory/Unmanaged/Array:Resize (void*,long,long,Unity.Collections.AllocatorManager/AllocatorHandle,long,int) (at...

Editor log messages truncated

Using DOTS for casual mobile game dev

Hello everyone!

I'm in a bit of a choice paralysis as I'm researching the best option to create a casual mobile game.

What I'm struggling with is the decision about which work flow to chose (ECS + DOTS physics or GO and Physx).

The game won't be anything complex (1st real project for me) and will contain a small number of moving rigidbodies and the levels on which they move (which might contain moving platforms/walls, exploding traps, areas which slow down or speed up the objects). Think...

Using DOTS for casual mobile game dev

Am I right by adding a ",0" or is that redundant?

A friend of mine showed me his code and everytime he grabbed a PlayerPref the code looked like:
checkCash = PlayerPrefs.GetInt("Cash");
Every time I grab a PlayerPref my code looks like:
checkSkull = PlayerPrefs.GetInt("Skull", 0);
When I remembe correctly the the ,0 is added in case the PlayerPref isn't set already so it will be 0 instead of "nothing". Is that the correct way or am I wasting space because this is redundant?

Visual stutter when Move/Look are in FixedUpdate/Update

Apologies as this will be a longer post, but I haven't had much luck googling this issue so I figured I'd make a post here.

I'm having an issue with my player controller where there appears to be some visual stutter around objects in the scene while moving and looking at the same time, and I'm pretty confident the issue is related to the Update/FixedUpdate loops but I'm not 100% sure.

I've included a video example below of each case but I'll also explain what I'm seeing.

Movement...

Visual stutter when Move/Look are in FixedUpdate/Update

Unable to get Foveated Rendering working in any condition

Currently on 2021.3.28 LTS, latest URP and Oculus XR plugin + integration package. Tried this with multiple versions as well.

Using a brand new empty project, Used built in pipeline, URP, OpenGL, Vulkan, MSAA off, 1x renderscale. Checked on RenderDoc and there was no final blit, and headset reports FFR level correctly.

I have a single script where in Start I set OVRManager -> enable dynamic foveation (tried false as well)
OVRManager -> foveation level high

So whats the deal here? Why...

Unable to get Foveated Rendering working in any condition
โŒ
โŒ